Skip to content

Arcade › Valley Markers

Valley Markers

  • 3d
  • first-person
  • exploration
  • low-poly
  • casual
0
Remix it Discord

5 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Matthew Davis built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Valley Markers yet. Play it, then tell Matthew Davis what you would add next.

Make your own game

Valley Markers was built by Matthew Davis with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Valley Markers opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Valley Markers

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a small first-person, non-combat 3D exploration game titled “Valley Markers,” set in a colorful low-poly valley under a bright sky. Use Three.js-style rendering with a blue background, soft fog, warm directional sunlight, ambient hemisphere light, shadows, and a simple Kenney Nature Kit aesthetic: square grass and dirt path tiles, a narrow river running roughly north-south through the valley, blocky brown rocky/cliff walls around the perimeter, pine trees, scattered rocks, grass clumps, and a waterfall landmark at the far end. Build a playable valley roughly 25 by 25 world units, bounded from about -12.5 to 12.5 on both horizontal axes. Place a winding path from the trailhead near (-8,-8), along the west side and then diagonally/eastward toward the final overlook near (10,9). The river occupies x≈0 from z=-10 to z=7 and blocks traversal except where the bridge is formed at z=-3. Place a rocky ramp/overlook near (10,9).

The player is an invisible first-person avatar/camera at eye height about 1.2 units, initially at (-8,1.2,-8). Support keyboard movement with WASD and arrow keys, mouse look using click/pointer lock or touch dragging, Space to jump, and Shift for faster movement. Movement speed is about 3.8 units/second, sprint about 6, gravity about 14, and jump velocity about 5.5. Keep the camera in first person, with yaw and pitch look controls and pitch clamped so the player cannot flip over. On touch devices show a translucent circular virtual joystick at bottom-left plus large round “Jump” and “E” buttons at bottom-right; show a “Click / tap to look” button at the top-right.

Add a translucent rounded HUD panel at top-left reading “Valley Markers,” a dynamic instruction/status line, and “Markers: 0 / 3.” Initially say “Find the three hidden viewpoint markers. Press E when close.” Add a centered proximity prompt near the lower-middle of the screen only when close to an inactive marker or, after all three are active, close to the final overlook. The prompt should say “Press E to activate [marker name]” or “Press E to finish at the glowing overlook.” Show temporary centered notification panels for discoveries and the opening message: “Explore the valley. WASD/arrow keys move, mouse looks, Space jumps, E activates markers.”

Place exactly three hidden viewpoint markers, each made from a short dark octagonal cylindrical base and a rotating glowing yellow-orange low-poly octahedron/crystal above it, with a small point light. Their positions and names are: marker 0 “Sunset Lantern Stone” at (-8,0.05,2); marker 1 “River Echo Marker” at (-2.4,0.05,-3); marker 2 “Pine Whisper Marker” at (7,0.05,3). The player must press E while within about 2.2 units to activate a marker; inactive markers are available in sequence-independent order, and activated crystals change to mint/green emissive color. Activating marker 0 makes seven glowing yellow lantern orbs and point lights appear along the path, at approximately (-8,-4), (-8,0), (-5,-5), (-2,-3), (3,-2), (7,2), and (10,7). Activating marker 1 makes three wooden bridge pieces appear across the river at (x=-1,0,1, z=-3), rotated across the river. Activating marker 2 makes four tiny glowing cyan-white low-poly critters appear near the pines around (5.8,4.6), (7.7,5.6), (8.6,1.6), and (5.2,2.6); each can be a simple floating body/head mesh with subtle bobbing and rotation.

After all three markers are active, update the HUD to “All markers are active. Reach the final glowing overlook!” and allow interaction at the overlook. Represent the final destination by a glowing cyan torus/ring hovering around y≈1.0 near (10,9), on the rocky ramp. Press E within about 2.2 units to win; set the HUD to “You reached the final glowing overlook. The valley is awake.” and show a longer victory message explaining that the lights, bridge, and wildlife fill the valley. Do not add combat, enemies, weapons, health, score, or inventory. If the player attempts to leave the bounded valley, collide against the boundary; river water blocks movement unless the bridge has been revealed. If the player falls below the playable area or otherwise slips off an edge, respawn at the trailhead (-8,1.2,-8) and show “You slipped off the valley edge. Respawned at the trailhead.” Include short simple triangle-tone feedback on jumps and marker activation if audio is available. Keep the low-poly geometry, simple materials, bright green grass, brown cliffs, stylized pines, glowing interactive objects, and clean rounded white translucent interface faithful to the supplied visual.

More free browser games

Browse the whole Arcade →